DPS
Max sustainable DPS
Damage/shot
Effective RoF
RoF increase/shot
Base RoF
Deploy time
Falloff start
Falloff end
Crit multiplier
Impact damage
Splash damage
Splash DPS
Inner blast radius
Blast radius
Spray damage
Spray DPS
Spray range
Near width
Far width
Detonation damage
Inner deto radius
Detonation radius
Projectile speed
Max projectile speed
Acceleration
Projectile gravity
Travel time
Max travel distance
Homing range
Activation delay
Distance to activate
Release time
Lock-on angle
Max tracking angle
Ammo & Reload
Ammo capacity
Reload time
Damage/clip
Shots/burst
Burst interval
Ammo/shot
RoF including reload
Heat/bullet
Heatloss/sec
Overheat time
Penalty duration
Cooldown duration
Damage/overheat
Max sustainable RoF
Health & Mobility
Max health
Regen delay
HP regen/sec
HP regen/sec high HP
Movement speed
Priming duration
Priming speed
Zoom speed multiplier
Zoom FOV
Min angle
Min angle moving
Min angle jumping
Max Angle
Max angle moving
Max angle jumping
Bloom/shot
Bloom/shot moving
Bloom/shot jumping
Decrease/sec
Dispersion
Dispersion
Increase/shot
Decrease/sec
Recoil
Max recoil amplitude Y
Max recoil amplitude X
Amplitude inc/shot Y
Average inc/shot X
Max deviation/shot X
Decrease factor
... shooting
First shot inc scale
Max recoil angle Y
Max recoil angle X
Recoil recovery time
Charge
Charge time
Damage/shot
Charge DPS
Speed multiplier
Ammo/shot
RoF override
Shot count
Falloff start
Falloff end
Crit multiplier
Impact damage
Splash damage
Inner blast radius
Blast radius
Spray damage
Spray range
Near width
Far width
Projectile speed
Max projectile speed
Acceleration
Projectile gravity
Travel Time
Max tracking angle
Legendary Mode
Duration
Charge/hero kill
Charge/minion kill
Charge/shared kill
Charge/punch
Damage multiplier
Speed multiplier
Armor multiplier
Ammo multiplier
Damage
Period
Duration
Aura damage
Aura inner radius
Aura outer radius
First shot freeze
Freeze/shot
Decrease/sec
Shots to freeze
Time to freeze
...splash only
Freeze duration
Freeze cooldown
1st arc DPS
1st arc damage
1st arc length
2nd arc damage
2nd arc length
3rd arc damage
3rd arc length
Cloud damage
Effective duration
Tick period
Arming time
Radius
Tick count
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